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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2009-11-10 23:43:45 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2009-11-10 23:43:45 +0300
commit37e4a311b0ad9da7177e50620efc3561e2dd7045 (patch)
tree8aea2cc851ab828ee040d601ed4c776283fd639a /source/blender/collada/DocumentExporter.cpp
parent4617bb68ba4b1c5ab459673fffd98bf7203bb4f2 (diff)
Math Lib
* Convert all code to use new functions. * Branch maintainers may want to skip this commit, and run this conversion script instead, if they use a lot of math functions in new code: http://www.pasteall.org/9052/python
Diffstat (limited to 'source/blender/collada/DocumentExporter.cpp')
-rw-r--r--source/blender/collada/DocumentExporter.cpp32
1 files changed, 16 insertions, 16 deletions
diff --git a/source/blender/collada/DocumentExporter.cpp b/source/blender/collada/DocumentExporter.cpp
index b626635d021..fac7b2c882a 100644
--- a/source/blender/collada/DocumentExporter.cpp
+++ b/source/blender/collada/DocumentExporter.cpp
@@ -37,7 +37,7 @@ extern "C"
#include "BKE_image.h"
#include "BKE_utildefines.h"
-#include "BLI_arithb.h"
+#include "BLI_math.h"
#include "BLI_string.h"
#include "BLI_listbase.h"
@@ -87,7 +87,7 @@ extern "C"
// This function assumes that quat is normalized.
// The following document was used as reference:
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
-void QuatToAxisAngle(float *q, float *axis, float *angle)
+void quat_to_axis_angle( float *axis, float *angle,float *q)
{
// quat to axis angle
*angle = 2 * acos(q[0]);
@@ -666,11 +666,11 @@ protected:
if (parent_mat) {
float invpar[4][4];
- Mat4Invert(invpar, parent_mat);
- Mat4MulMat4(local, mat, invpar);
+ invert_m4_m4(invpar, parent_mat);
+ mul_m4_m4m4(local, mat, invpar);
}
else {
- Mat4CpyMat4(local, mat);
+ copy_m4_m4(local, mat);
}
TransformBase::decompose(local, loc, rot, size);
@@ -681,9 +681,9 @@ protected:
float axis[3];
float angle;
double angle_deg;
- EulToQuat(rot, quat);
- NormalQuat(quat);
- QuatToAxisAngle(quat, axis, &angle);
+ eul_to_quat( quat,rot);
+ normalize_qt(quat);
+ quat_to_axis_angle( axis, &angle,quat);
angle_deg = angle * 180.0f / M_PI;
node.addRotate(axis[0], axis[1], axis[2], angle_deg);
*/
@@ -901,12 +901,12 @@ private:
bPoseChannel *parchan = get_pose_channel(ob_arm->pose, bone->parent->name);
float invpar[4][4];
- Mat4Invert(invpar, parchan->pose_mat);
- Mat4MulMat4(mat, pchan->pose_mat, invpar);
+ invert_m4_m4(invpar, parchan->pose_mat);
+ mul_m4_m4m4(mat, pchan->pose_mat, invpar);
}
else {
// get world-space from armature-space
- Mat4MulMat4(mat, pchan->pose_mat, ob_arm->obmat);
+ mul_m4_m4m4(mat, pchan->pose_mat, ob_arm->obmat);
}
TransformWriter::add_node_transform(node, mat, NULL);
@@ -1059,9 +1059,9 @@ private:
float inv_bind_mat[4][4];
// make world-space matrix, pose_mat is armature-space
- Mat4MulMat4(world, pchan->pose_mat, ob_arm->obmat);
+ mul_m4_m4m4(world, pchan->pose_mat, ob_arm->obmat);
- Mat4Invert(mat, world);
+ invert_m4_m4(mat, world);
converter.mat4_to_dae(inv_bind_mat, mat);
source.appendValues(inv_bind_mat);
@@ -1241,9 +1241,9 @@ public:
if (ob->type == OB_MESH && is_skinned_mesh)
// for skinned mesh we write obmat in <bind_shape_matrix>
- Mat4One(mat);
+ unit_m4(mat);
else
- Mat4CpyMat4(mat, ob->obmat);
+ copy_m4_m4(mat, ob->obmat);
TransformWriter::add_node_transform(node, mat, ob->parent ? ob->parent->obmat : NULL);
@@ -2048,7 +2048,7 @@ public:
float eul[3];
- QuatToEul(quat, eul);
+ quat_to_eul( eul,quat);
for (int k = 0; k < 3; k++)
create_bezt(eulcu[k], frame, eul[k]);